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>I'm just gonna fill the world with buried treasure

Then just put it on  an actual Shovel. So I have to carry one around, and can only use it to slowly dig a bit of a Hole, not full on Terrain modification. That way you can mask it better with some hole-model, and avoid it becoming a cheese-able mechanic. Similarly to how in other Games the chest rises out of the floor instead of the floor sinking down, just accurately reversed. (so reversed Reversed kind of, hope its clear what I mean. You'll still need the system for that, but you won't be able to actually use/abuse it as a Player)

>Model/Graphic

You don't have connected Shoulders, there shouldn't be any Problems arising with shoulder size. If you mean that they don't appear in the Players Camera in first person, use a different Model for that then. 

Depending on how long it takes you to get around to the Graphics, there might also be quite a few new ones around you could just download and use, I'm pretty much always trying to make Stuff around that Area of Style. 

>Lag

It didn't happen with Trees or anything, and I doubt 30 Skeletal Meshes caused that, I'm pretty sure that it'd be your AI. Do you do Visionchecks etc. every frame or on slower intervalls maybe?

Using a shovel, or a fireball, would be the idea.

The shoulders need to look like a ball so rotating them around looks decent no matter the pose (without using low poly deformations). I'll study improving them regardless.

The AI is mostly a placeholder with several tests for different functions of it. I'll heavily modify it.

The Shoulders being disjointed and Ballshaped is fine. Morrowind does this aswell if I recall correctly. They're just too small compared to the Chest and the upper arm circumference. Simply scale the Ballshape up by maybe 20-50%.

Could work... I'll try it out, thanks for the tip!